The science behind gamification

Gamification is the application of game thinking and game mechanics in non-game contexts to encourage users to solve problems. A 2015 study by Research and Markets has forecasted that Gamification in E-Learning growth will reach $319 billion by 2020.

How and why are game mechanics and game dynamics touted to be capable of achieving what other, more direct forms of training can’t? An interesting model might answer that:

Fogg’s Behavior Model (FBM) states that for a specific behavior to occur, three elements must converge at the same moment. These are: motivation, ability and triggers.

Motivation: When the personis naturally motivated to perform the behavior because of pleasure, pain, hope, fear, social acceptance, rejection, etc.

Ability: When the person perceives that carrying out the behavior is simple.

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